Design player choices whose options, information, costs, consequences, feedback, and delayed effects create meaningful agency without impossible content multiplication.
Scanned 9/11/2026
Install to Claude Code
npx -y skills add Dadmin88/hermes-profile-packs --skill choice-consequence-design --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: choice-consequence-design
description: Design player choices whose options, information, costs, consequences, feedback, and delayed effects create meaningful agency without impossible content multiplication.
---
# Choice Consequence Design
Use when this procedure is the primary professional method needed for the assignment.
## Procedure
1. Confirm the decision or outcome this work must support, its scope, owner, constraints, and definition of success.
2. Establish the evidence baseline using character/faction goals, mechanics, resources, narrative state, production budget, and player knowledge. Do not fill material gaps with assumptions when they can change the result.
3. Define player intent behind each choice, make consequences legible at appropriate timescale, plan convergence intentionally, test dominant/non-choice options, and track state impact.
4. Exercise realistic edge, failure, transition, or exception cases that could invalidate the result; record unresolved uncertainty explicitly.
5. Validate the output against the original outcome and any neighboring professional contracts so this skill does not silently absorb another specialist's authority.
6. Record the resulting artifact, measurements, decisions, provenance, and handoff information needed for another owner to reproduce or continue the work.
## Quality gate
Choices produce distinct meaningful outcomes or values and do not rely on hidden arbitrary punishment.
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